var o, e = require, t = module, n = exports, i = this && this.__extends || (o = function(t, e) {
    return (o = Object.setPrototypeOf || {
        __proto__: []
    } instanceof Array && function(t, e) {
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    } || function(t, e) {
        for (var o in e) e.hasOwnProperty(o) && (t[o] = e[o]);
    })(t, e);
}, function(t, e) {
    function r() {
        this.constructor = t;
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}), a = this && this.__decorate || function(t, e, o, r) {
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Object.defineProperty(n, "__esModule", {
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});

var r = e("GameConfig"), s = e("GameData"), c = e("Global"), l = e("ActionView"), d = cc._decorator, u = d.ccclass, p = d.property, h = function(e) {
    function t() {
        var t = null !== e && e.apply(this, arguments) || this;
        return t.startNode = null, t.battleNode = null, t;
    }
    return i(t, e), t.prototype.onEnable = function() {
        c.G.getRank(s.GD.topLevel).r < r.GC.battleRankLimit ? (this.startNode.x = -300, 
        this.startNode.getComponent(l.default).pos.x = -300, this.battleNode.active && (this.battleNode.active = !1)) : (this.startNode.x = -445, 
        this.startNode.getComponent(l.default).pos.x = -445, this.battleNode.active || (this.battleNode.active = !0));
    }, t.prototype.start = function() {}, a([ p(cc.Node) ], t.prototype, "startNode", void 0), 
    a([ p(cc.Node) ], t.prototype, "battleNode", void 0), a([ u ], t);
}(cc.Component);

n.default = h;